You are a wanderer of the world yet have no clear idea why this is so. Beyond the last few years, you have no firm memory of a past life or who (or what) you once were. You awoke in a sea damp cave along the coastline of the towering inner mountains. The cave was situated several hundred feet above the Serpent Sea, and you spent hours climbing down. Eventually you found your way to a small fishing village and found a place there. You have, over time, adjusted to life in Grimnir.
But who are you… where did you come from? Do you have a family? Why did you lose your memories? These questions plague you more in recent weeks as strange dreams have surfaced… dreams of another realm. Another you. You sense that you must serve a great purpose and you yearn to discover what this must be.
Starting Story Connection
When you heard about the völv’s desire to explore the tower at Kekkell you were intrigued, for your most recent dreams have been showing you a strange ruin, to the south. You have seen yourself walking the halls of an ancient building and you believe you may find a trace of your past at Kekkell. You signed on to become a member of Hrolf’s expedition.
Heroic Tasks
- Your Truth. You must learn what you actually are and where you are from. Reward. Choose any valid feat from the player’s handbook as if you had reached the appropriate level to gain it (all other prerequisites must still be met). This represents remembering a small portion of the person you once were.
- Why are You Here? You learn why you are in the world of Grimnir and a hint of how to restore your true self.
- Reclaim Your Past. You must discover a way to return to your homeland and to restore as much of yourself as is possible. Reward. You find an item connected to your mysterious past. Pick one of the following:
› The falcon coat allows you to fly between different locations.
› Dragon scale mail (your choice of scales), gifted to you far in the past.
Epic Goal: Redeem The Past
Once you discover your past, an ancient threat is revealed that you must vanquish. But it will involve a costly sacrifice and your decision may determine the fate of Grimnir.
A Long-Lost Item. Choose one of the following items:
- Staff of the magi
- Ring of invisibility
- Rod of lordly might
- Skill Proficiencies: Insight, Medicine
- Tool Proficiencies: Any one from artisan tools of your choice.
- Languages: One of your choice.
- Equipment: A staff, fishing hooks, a set of common clothes and a heavy fisher’s wool sweater, and a pouch containing 10 gp
Fate’s Bite (ᛈ). You have a scar on your hand that resembles the rune ᛈ. To the raider people this rune can represent chance or mystery. At certain moments in the story additional runes will be drawn, adding to your story, your abilities, and your penultimate reason for existing.
The Maker. You are connected to the world in ways that you do not understand. At times Grimnir itself guides your hand when you work with the artisan tools you have chosen. You always have advantage when using that tool. Additionally, once per long rest, if you fail a tool’s check, you may choose to succeed
Suggested Characteristics
The Fallen is a blank slate and can fill many roles in the community they find themselves in. Though lacking in knowledge, they are quick learners and are uncannily wise to the world around them, intuiting the correct way to act, even in unfamiliar situations. Some portion of the life they lived remains with them. Though possibly aloof, they tend to be liked, even respected, by their adopted communities.
| d6 | Personality Trait |
|---|---|
| 1 | I adore the world I live in, and I want to add beautiful things to it. |
| 2 | I love a well-crafted insult, including those directed towards myself. |
| 3 | Despite all I know, I speak little and let others make decisions. |
| 4 | I dislike those that are unwilling to put in a hard day’s work and am willing to call them out on it. |
| 5 | I am more comfortable in the deep woods, than I am around people. |
| 6 | I am always polite, even to my enemies. |
| d6 | Ideal |
|---|---|
| 1 | Respect. I believe all living things are worthy of being treated well. (Good) |
| 2 | Change. We should avoid clinging to the past and accept that we have little control over the world. What will be, will be. (Chaotic) |
| 3 | People. I am committed to those I travel with, not to any specific ideals. (Neutral) |
| 4 | Might. My swift anger is reason enough to put others in their place. (Evil) |
| 5 | Self-Improvement. I want to master the tools of my trade. (Any) |
| 6 | Truth. Discovering the truth of who I am is important and all I do must lead me to that truth. (Neutral) |
| d6 | Bond |
|---|---|
| 1 | I am fond of the village (and clan) where I have lived since coming down from the mountain. |
| 2 | I have a mentor who helped me a great deal; I would do anything for them. |
| 3 | I lost my temper and damaged a relationship that I seek to mend. |
| 4 | I adore the tools of my trade and treat them as well as I would treat a person. |
| 5 | I believe my honor—and my glory—are paramount. |
| 6 | I will suffer so that others will not. |
| d6 | Flaw |
|---|---|
| 1 | Dreams (or nightmares) plague my sleep and I often have a cruel headache, making me bitter and irritable. |
| 2 | I work myself too hard to avoid thinking about what I might have been in the past. |
| 3 | I feel I must serve a greater purpose and if I need to, I will flee from battle to save myself until I know what that purpose is. |
| 4 | I hide this belief, but I do feel that others are beneath me. I am special, they are not. |
| 5 | Sometimes when I am standing at a high location, I feel the urge to jump. |
| 6 | Hating my own lost past, I refuse to keep secrets for others. |







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